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Throughout the 2000's, Armor Games dominated the Flash games industry. One of their most valuable developers was Antony Lavelle, who created a slew of great series such as Indestructotank, SHIFT, and the narrative platformer K.O.L.M. Though originally intended as a trilogy, Antony left Armor Games after the second installment. Now, however, he's aiming to finish off the story with a grand remake of everything K.O.L.M. up to this point, along with the final chapter, through Kickstarter.

With fond memories of K.O.L.M. prancing through my head, I asked Antony to answer a few questions. His answers give some incredible insight into the struggles and successes of an independent developer.

See the interview after the jump!

Indie studio Skymap Games is hard at work on Bacon Man: An Adventure, an upcoming action-platformer inspired by Mega Man X and Earthworm Jim. We at Gamnesia were lucky enough to interview Neal Laurenza, Managing Director of the studio, and find out all about this gorgeous, action-packed meatfest.

If you like what you see, don't forget to head on over and help them reach their funding goal on Kickstarter! There are only five days left, so be sure to act quickly. But first, head on inside to read all about it!

We recently posted a story about Paperbound, an extraordinarily unique fighting game coming soon to PC (and consoles if it hits the proper stretch goals on its Kickstarter campaign). Those who have played the demo know that Paperbound is an exciting, frantic, scream-at-your-friends-until-you-lose-you-voice thrill ride of a game, but we had the opportunity to talk about the game one-on-one with Dan Holbert, the game's lead designer.

Head inside for the full scoop on Paperbound!

In a recent interview with TotalXbox, Assassin's Creed Unity creative director Alexandre Amancio stated that the title has been developed from the ground up for the franchise's first exclusive game of the current generation.

Amancio stated that Unity has been in development for four years; the first year consisted of the "development of technology and features." Many core gameplay systems have been reworked to optimize them for the PlayStation 4 and Xbox One.

What do you guys think? Are you ready to take to the streets of Paris?

In a recent interview with Gamereactor, Sony president Shuhei Yoshida gave his thoughts about the developer's E3 presentation, specifically the Powers segment.

Yoshida stated that he had gotten a lot of positive feedback about Sony's E3 showing, but he realizes that the company spent way to much time talking about Powers. Sony spent a good five to ten minutes talking about their new PlayStation-exclusive TV show; that time was, according to Yoshida, "a mistake."

Hop inside for Yoshida's full quote and video of the interview.

In an interview with IGN, Splatoon co-director Tsubasa Sakaguchi and producer Hisashi Nogami shared a bit on the origins of the game, and how it ended up being what we saw at E3. The interview covers the development right from the very start, though it seems the core mechanics of the game were decided quite early. "[I]t actually started with a prototype that one programmer created by himself," Nogami says. That first prototype established that "there would be four-on-four [battles], and they were shooting ink around and trying to control territory and competing in that way." The inkling girls weren't always a part of the design, though. Ideas for the characters were pretty varied, even including "macho male characters." Probably best they didn't settle on those.

More after the jump.

Splatoon was one of Nintendo's surprise titles at E3; the game is a new intellectual property that brings Nintendo into the world of third-person multiplayer shooters. However, it was not always going to be a new IP.

According to game producer Hisashi Nogami and co-director Tsubasa Sakaguchi, the development team originally considered using existing Nintendo characters in the title; however, as the gameplay and mechanics progressed, the developers felt that none of Nintendo's previous characters would really fit the game thematically.

What do you guys think? Personally, I feel like the new characters are probably better for the game than trying to shoehorn in Nintendo characters. You guys can check out the developers' interview quotes and voice your own opinions after the jump!

Fans of Dead Space can rejoice! Well, maybe rejoicing is a bit premature. But for anyone who considered the Dead Space series to be finished, Electronic Arts' executive vice president had eased fears on the franchise's current status.

"Do I think that we will create a Dead Space game again? Yes..."

Find out the full quote after the jump!

At the end of an interview with Kotaku last week, Miyamoto requested that writer Stephen Totilo ask his readers about which games they would like Nintendo to make for Wii U; he also asked Totilo to give him a call if he gets any good answers.

So, Gamnesia readers, what games would you guys like Nintendo to make for Wii U (not including games that are currently in development). Personally, I'd have to vote for Metroid and a true 3D Mario platformer (akin to Mario 64, Galaxy, etc.). But what about you guys?

Head inside to let us know, and to look at Miyamoto's quote.

Nintendo is having a rather good time since the release of Mario Kart 8. They "won" E3 by many media accounts, and they are really looking forward to seeing what the June sales figures will be for the Wii U. However, having some positive momentum doesn't inherently mean Nintendo's current home console can become a success. Nintendo feels they are right on the cusp of getting there, saying that it will be very hard to keep resisting a Wii U purchase heading into 2015. Head inside.